High Elf Progress

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bizzydog217
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High Elf Progress

Post by bizzydog217 »

So I went with the speed and agility of High Elves. I am honestly hoping to see a passing of Bretonnians in our league next season so I can bring them in and just run the table, but in the event that doesn't happen I want to have viable back ups in my dwarf team and the new high elf team. Let me begin by saying here is that my roster is unorthodox, my play style so far in two games isn't working (the dice really are failing) and the rest is up in the air.
My Roster after 2 games

Blitzer
Blitzer - Sidestep
Catcher - Dodge
Catcher - AG+1
Catcher
Catcher
Thrower
Thrower
Lineman
Lineman
Lineman
ReRoll

In our league we created an inducement for 300K which allows a team to take an extra MVP roll and our MVP is decided by nominating 6 players and rolling 1 D6 seeing who gets the MVP. Everyone except 2 linemen on my team have at least 1 point (I went pass happy in the first two games) The remaining schedule for me is as follows

Rookie Dwarf team with only 1 skill (Mighty Blow on a Troll Slayer)
TV 2000 Skaven team
TV 1700 Chaos Pact
Goblins
TV1500 Chaos

I'm not listing skills because the dwarf is obvious, Skaven has everything from dauntless to guard, to claw, to block dodge, sidestep. Chaos Pact has ST6 Minotaur, Claw Troll, Claw Ogre and is built for murder. Goblins are goblins and Chaos is built for strength.

Any advice on how to develop the team? I'm thinking the first skill a thrower gets is Sure Hands, then accurate followed by block. The other thrower is more of a utility player I can use however I end up choosing. Sidestep blitzer is going with frenzy next to make him more annoying and versatile while the other is going to take dodge, then sidestep. Catchers I'm a little lost on. I figure make them either wrestling snipers or make them just super durable to survive. Any advice on total team progression?

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Fassbinder75
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Re: High Elf Progress

Post by Fassbinder75 »

Unless your league has a strong focus on Strip Ball, I'd not bother with Sure Hands. Its a skill you're going to use maybe twice a game and only if you roll a one, in short its a waste of a skill - I'd probably go with Accurate since you are better off parking your thrower out of harm's way anyway until you're ready pass. Since you have two Throwers, you can develop the other as a defensive ball retriever where Block, Dodge and possibly Sure Hands would be useful, although the +AG Catcher should be the leading contender for that role right now.

I would spend your treasury on picking up some re-rolls. The fact the dice haven't been falling is partly due to the lack of basic skills on your roster coupled with the fact you have only a single re-roll. Until you get some insurance you're going to be at the mercy of ones.

You have done well with the +AG. Dodge is very useful on the Catchers, but you may want to consider some Block and Wrestle as first skills. They won't get knocked over so much and you can use them as very fast ball hunters and it reduces reliance on your Blitzers.

Lastly, you need more linemen. With only three if you lose even one you will be putting positional player son the line of scrimmage. The linemen are expensive enough, having to sacrifice a Thrower or Blitzer to a TV1700 Chaos Pact team is terrible for your treasury. Journeymen really help here in the meantime.

To summarise, you need plenty of Wrestle/Block and Dodge, and more rerolls - three will probably do.

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bizzydog217
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Re: High Elf Progress

Post by bizzydog217 »

My dark elves sat strong at 3 rerolls and were quite happy. Last game was an oddity of 1's even the pith invasion I rolled 6 1's. I appreciate the advice on the thrower && was thinking making him into an epic QB to sit back && just lob the ball safely. I was thinking 2 catchers should get wrestle first the other 2 going dodge. Blitzerd are utility speedsters. I need to get a win and a few skills to grab another lineman and rerolls. My goal isn't playoffs or championship it's to build a team for next year that is pure scary

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